Game mechanics and aesthetics differences for tangible and intangible goods provided via social media

Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms m...

Full description

Bibliographic Details
Main Authors: Haziri Fortesa, Chovancová Miloslava, Fetahu Faton
Format: Article
Language:English
Published: Sciendo 2019-06-01
Series:Management şi Marketing
Subjects:
Online Access:https://doi.org/10.2478/mmcks-2019-0012
id doaj-9abfb1e631bb4da3b8e648332d27c28e
record_format Article
spelling doaj-9abfb1e631bb4da3b8e648332d27c28e2021-09-06T19:22:34ZengSciendoManagement şi Marketing2069-88872019-06-0114217618710.2478/mmcks-2019-0012mmcks-2019-0012Game mechanics and aesthetics differences for tangible and intangible goods provided via social mediaHaziri Fortesa0Chovancová Miloslava1Fetahu Faton2Tomas Bata University, Zlin, Czech RepublicTomas Bata University, Zlin, Czech RepublicUniversity “Hasan Prishtina”, Prishtinë, Republic of KosovoCompanies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.https://doi.org/10.2478/mmcks-2019-0012aestheticsgame mechanicsonline buying behaviourproductsservicessocial mediauser behaviour
collection DOAJ
language English
format Article
sources DOAJ
author Haziri Fortesa
Chovancová Miloslava
Fetahu Faton
spellingShingle Haziri Fortesa
Chovancová Miloslava
Fetahu Faton
Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
Management şi Marketing
aesthetics
game mechanics
online buying behaviour
products
services
social media
user behaviour
author_facet Haziri Fortesa
Chovancová Miloslava
Fetahu Faton
author_sort Haziri Fortesa
title Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
title_short Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
title_full Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
title_fullStr Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
title_full_unstemmed Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
title_sort game mechanics and aesthetics differences for tangible and intangible goods provided via social media
publisher Sciendo
series Management şi Marketing
issn 2069-8887
publishDate 2019-06-01
description Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.
topic aesthetics
game mechanics
online buying behaviour
products
services
social media
user behaviour
url https://doi.org/10.2478/mmcks-2019-0012
work_keys_str_mv AT hazirifortesa gamemechanicsandaestheticsdifferencesfortangibleandintangiblegoodsprovidedviasocialmedia
AT chovancovamiloslava gamemechanicsandaestheticsdifferencesfortangibleandintangiblegoodsprovidedviasocialmedia
AT fetahufaton gamemechanicsandaestheticsdifferencesfortangibleandintangiblegoodsprovidedviasocialmedia
_version_ 1717771709295099904